createTrigger: Difference between revisions
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Lou Montana (talk | contribs) m (Some wiki formatting) |
Lou Montana (talk | contribs) m (Text replacement - "<tt>([a-zA-Z0-9\. _"']+)<\/tt>" to "{{hl|$1}}") |
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Triggers are created with default parameters: | Triggers are created with default parameters: | ||
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* | * {{hl|a}}: 50 | ||
* | * {{hl|b}}: 50 | ||
* | * {{hl|c}}: -1 | ||
* | * {{hl|angle}}: 0 | ||
* | * {{hl|rectangular}}: false | ||
* | * {{hl|activationBy}}: None | ||
* | * {{hl|activationType}}: Present | ||
* | * {{hl|repeating}}: false | ||
* | * {{hl|timeoutMin}}: 0 | ||
* | * {{hl|timeoutMid}}: 0 | ||
* | * {{hl|timeoutMax}}: 0 | ||
* | * {{hl|interruptable}}: true | ||
* | * {{hl|type}}: None | ||
* | * {{hl|text}}: "" | ||
* | * {{hl|name}}: "" | ||
* | * {{hl|expCond}}: "this" | ||
* | * {{hl|expActiv}}: "" | ||
* | * {{hl|expDesactiv}}: "" | ||
* {{GVI|arma3|1.98|size=0.8}} | * {{GVI|arma3|1.98|size=0.8}} {{hl|interval}}: 0.5 | ||
}} | }} | ||
Revision as of 23:44, 15 November 2021
Description
- Description:
- Creates a trigger of the given type and at the given position. The type must be a class name in CfgNonAIVehicles or CfgVehicles with
simulation = detector
. An array containing all units that have activated the trigger is available vialist triggerobj
. Since triggers are objects, commands such as getPosASL, setPosASL, deleteVehicle, etc. work on them.Triggers are created with default parameters:
- a: 50
- b: 50
- c: -1
- angle: 0
- rectangular: false
- activationBy: None
- activationType: Present
- repeating: false
- timeoutMin: 0
- timeoutMid: 0
- timeoutMax: 0
- interruptable: true
- type: None
- text: ""
- name: ""
- expCond: "this"
- expActiv: ""
- expDesactiv: ""
- 1.98 interval: 0.5
- Groups:
- Triggers
Syntax
- Syntax:
- createTrigger [type, position, makeGlobal]
- Parameters:
- [type, position, makeGlobal]: Array
- type: String - usually "EmptyDetector"
- position: Position2D, Position3D or Object
- since 1.44
- makeGlobal: Boolean - (Optional - default true) locality flag
- Return Value:
- Object - created trigger
Examples
- Example 1:
_trg = createTrigger ["EmptyDetector", getPos player]; _trg setTriggerArea [5, 5, 0, false]; _trg setTriggerActivation ["CIV", "PRESENT", true]; _trg setTriggerStatements ["this", "hint 'Civilian near player'", "hint 'no civilian near'"];
- Example 2:
- Open/close Bar Gate automatically:
//--- init of the Bar Gate if (isServer) then { _gateTrigger = createTrigger ["EmptyDetector", getPosWorld this, false]; _gateTrigger setVariable ["BarGateObj", this]; _gateTrigger setTriggerActivation ["ANYPLAYER", "PRESENT", true]; _gateTrigger setTriggerArea [5, 25, getDir this, true]; _gateTrigger setTriggerStatements [ "this", "thisTrigger getVariable ""BarGateObj""; animateSource [""Door_1_sound_source"", 1]", "thisTrigger getVariable ""BarGateObj""; animateSource [""Door_1_sound_source"", 0]" ]; };
Additional Information
- See also:
- setTriggerActivationsetTriggerAreasetTriggerStatementssetTriggerTextsetTriggerTimeoutsetTriggerTypesetEffectConditionsetSoundEffectsetMusicEffectsetTitleEffectdeleteVehiclesynchronizeWaypointsynchronizeTriggercreateGuardedPointtriggerIntervalsetTriggerIntervalenableSimulationsimulationEnabled
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on March 6, 2013 - 14:15 (CEST)
- teaCup
- Calling list immediately after creating a trigger this way (and setting up activation, area, statements, timeout, etc..), will return <null> instead of an array. It seems the trigger needs about 1 second to initialise, after which it will behave as expected: returning an array of all the objects inside the trigger (the ones matching the criteria), or an empty array.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Triggers